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Off Screen Buffer? #202769
04/16/08 21:32
04/16/08 21:32
Joined: Jun 2005
Posts: 656
G
Grafton Offline OP
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Grafton  Offline OP
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G

Joined: Jun 2005
Posts: 656
I am writing an object shader that needs the pixel shader to output to an
off screen buffer in one pass, then retrieve the buffer in a future pass.

I have tried various methods without success. Is there support for creating
and using such a buffer somehow in Game Studio?

Thanks.


Not two, not one.
Re: Off Screen Buffer? [Re: Grafton] #202813
04/17/08 07:48
04/17/08 07:48
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
You can either use the PROCESS_TARGET flag in a subsequent view, or use a BMAP for a view target.

Re: Off Screen Buffer? [Re: jcl] #202868
04/17/08 15:59
04/17/08 15:59
Joined: Jun 2005
Posts: 656
G
Grafton Offline OP
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Grafton  Offline OP
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Joined: Jun 2005
Posts: 656
Thanks JCL, sorry for not being more specific with my question.

The problem I am having, is that I do not want to store or process a view, but
a separate map based on the object the shader is attached to. I then need to
process this buffer in a subsequent pass and blend it back with the objects
color map.

I have read that usually the vertex shaders "Color" output semantic can
designate output to a certain render target, ie ":Color1. However, It seems
this only works in game studio when the render target is attached to a view
for post processing.

Is there a method of creating one or several render targets (MRTs), for the
output of a vertex shaders pass that can contain anything I design the vertex
shader to write to it (such as a particle rendering based on the objects UV
map)?

Thanks again for your time.


Not two, not one.
Re: Off Screen Buffer? [Re: Grafton] #202968
04/18/08 14:38
04/18/08 14:38
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Currently the render target can be set per view, but not per object. So the only way to achieve multiple render targets with the current engine is using a view event that calls DirectX functions for creating a different render target. That means getting your hands dirty with DirectX.

It would make sense when we implement multiple render targets in a future engine version.

Re: Off Screen Buffer? [Re: jcl] #203026
04/18/08 22:28
04/18/08 22:28
Joined: Jun 2005
Posts: 656
G
Grafton Offline OP
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Grafton  Offline OP
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Joined: Jun 2005
Posts: 656
Thanks JCL, I appreciate your time.


Not two, not one.
Re: Off Screen Buffer? [Re: Grafton] #208524
05/27/08 20:01
05/27/08 20:01
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
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Joined: Jul 2004
Posts: 1,710
how we work dirty with direct x?

we write dx code in the fx file? and it acepts?

Re: Off Screen Buffer? [Re: MMike] #208525
05/27/08 20:06
05/27/08 20:06
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
Expert
Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
no, in lite-c.

Re: Off Screen Buffer? [Re: Joey] #208543
05/27/08 20:52
05/27/08 20:52
Joined: Jul 2004
Posts: 1,710
MMike Offline
Serious User
MMike  Offline
Serious User

Joined: Jul 2004
Posts: 1,710
why not creating a plugin? that would make gs compatible with full hsls, i mean, like the other programs i work acept the fx file with no limitations.

Re: Off Screen Buffer? [Re: MMike] #208546
05/27/08 21:22
05/27/08 21:22
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
Expert
Joey  Offline
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Joined: Jan 2003
Posts: 4,615
Cambridge
gs is fully compatible with hlsl. you don't write directx-code in hlsl. jcl was talking about adding a render target via c++ and the directx-api.


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